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Thread Statistics | Show CCP posts - 2 post(s) |
Godin Thekiller
The Corporate Raiders
2856
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Posted - 2015.02.09 23:34:00 -
[1] - Quote
I actually don't mind Arial vehicles not exploding directly on hitting 0 HP, as that's a tradeoff of being visable and has a decently low tank. Although I should get points for people who were in the DS when it hits 0 armor for cutting off their flight plan, (probably around 25% armor).
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Godin Thekiller
The Corporate Raiders
2856
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Posted - 2015.02.09 23:35:00 -
[2] - Quote
Juno Tristan wrote:Atiim wrote:I find it mildly entertaining that so far no. Pilot has justified a refusal to Aeon's request beyond "KD doesn't matter", "I lose the ISK anyways", "I usually die either way" or "I earned it isn't a valid reason".
Sadly none of the the formers are actual arguments and the latter is contradictory. Except when I said it would deter people from using a MCRU, a module arguably designed for Dropships, but that doesn't fit your narrative so you'll ignore it. Anyway, how about regular Dropship keeps the same mechanic, ADS explodes instantly Again though, I would prefer a vehicle exit timer the effectively makes this whole conversation obsolete
ADS is still a DS, and is meant for transport still (but with a combat flavor instead of just basic hauling).
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Godin Thekiller
The Corporate Raiders
2856
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Posted - 2015.02.09 23:46:00 -
[3] - Quote
Aeon Amadi wrote:Godin Thekiller wrote:I actually don't mind Arial vehicles not exploding directly on hitting 0 HP, as that's a tradeoff of being visable and has a decently low tank. Although I should get points for people who were in the DS when it hits 0 armor for cutting off their flight plan, (probably around 25% armor). The visible thing, I'll give you (even though it's circumstantial and entirely based on the pilot's low flying abilities) but the light tank isn't a good argument. LAVs have a low tank. Does that mean they should now get a 10-15 second "get out of jail free" timer as well?
LAV's have a easier time getting into cover than a DS does if it's being fired upon, unless they are already in the position to hide or escape in the first place. Also, generally, the only cover for DS's is height (which is really good cover, as most things can't really hit stuff high in the sky), or a building (which there isn't much of), and regular DS's can't really fly real high fast, usually. To be honest, it make sense for a pilot not to make it (unless it's REALLY high), but the passengers and gunners should have a easy time making it out.
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Godin Thekiller
The Corporate Raiders
2858
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Posted - 2015.02.10 19:22:00 -
[4] - Quote
Breakin Stuff wrote:When the dropship hits zero the pilot should be killed and the vehicle start to crash. Overflow damage past zero should be applied to passengers evenly as they attemp to bail out of a dying bird.
This isn't a hard dilemma guys.
Bird destroyed, pilot dies, passemgers MIGHT die. But usually have a chance to abandon ship.
Yes, this is what I want. Also, I'd like points rewarding me for cutting their flight short, so any passengers or gunners aboard that bailed I get points for (and if they die before/after hitting the ground, a kill).
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Godin Thekiller
The Corporate Raiders
2858
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Posted - 2015.02.10 19:43:00 -
[5] - Quote
Pokey Dravon wrote:Aeon, just ignore Spkr, responding to him only enables his toxicity.
Honestly all vehicles should have an exit timer, no one should be able to pop out of a pilot seat instantly so that might help with the premature e-Pilot-lation. I don't so much have an issue with the whole crashing mechanic, but they should add an overkill mechanic where doing enough damage past 0/0 will cause it to blow up midair, likely catching the pilot mid-eject.
I would say that passengers should not have to deal with one, seeing as it's open, and drops needs to be fast (or risk safety from AV and HAV's) Gunners are debatable (would say no, letting go of a gun and falling doesn't take long), but I think pilots could take a loss (unless of course they're flying so high that they still has the time to bail). However, I still think that whoever downs the DS should get points for whoever bailed.
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Godin Thekiller
The Corporate Raiders
2858
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Posted - 2015.02.10 19:44:00 -
[6] - Quote
Breakin Stuff wrote:Banjo Robertson wrote:How about letting HAVs and LAVs burn for a few seconds at 0hp before blowing up so people can escape those too? why?
That is a good question. Why should they? Ground vehicles has much more cover than Air vehicles (because air doesn't allow for much cover to be had).
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Godin Thekiller
The Corporate Raiders
2858
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Posted - 2015.02.10 22:13:00 -
[7] - Quote
Pokey Dravon wrote:Godin Thekiller wrote:Breakin Stuff wrote:Banjo Robertson wrote:How about letting HAVs and LAVs burn for a few seconds at 0hp before blowing up so people can escape those too? why? That is a good question. Why should they? Ground vehicles has much more cover than Air vehicles (because air doesn't allow for much cover to be had). Except you know, straight up and out of render/weapon range
I don't consider bugs, nonfixable or otherwise as apart of balance, and in this case, it doesn't matter, as it affects all vehicles.
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Godin Thekiller
The Corporate Raiders
2871
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Posted - 2015.02.11 03:54:00 -
[8] - Quote
True Adamance wrote:Banjo Robertson wrote:Breakin Stuff wrote:Banjo Robertson wrote:How about letting HAVs and LAVs burn for a few seconds at 0hp before blowing up so people can escape those too? why? I reply with. Why not? The OP of this thread is saying, make dropships blow up the same way LAVs and HAVs blow up. But, dropships and ground vehicles are different. I'm flipping it around and saying, why not let LAVs and HAVs blow up similar to how dropships do? Why should vehicles blow up instantly? thats a hollywood crazy idea that's gotten into games. A vehicle will be wrecked and unable to move long before it blows up, if it even does blow up. That depends. If a round penetrates the armour of a tank depending on what kind of shell it is and what parts of the tank it damages the thing will likely very much so instantly explode. And no the latter comment is wholly untrue. Again depending on the round, its pay load, how and where it penetrates the armour, etc will determine how a vehicle like a tank is destroyed.
Seeing as there is no penning of the armor until 0 armor is made, meh. Regardless of where the shot is, I bet it'd be able to cause a explosion regardless.
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